From 6a45579dbbf991c0e12ce59958e3b533d19fc9d4 Mon Sep 17 00:00:00 2001 From: jjesswan Date: Tue, 7 May 2024 06:02:29 -0400 Subject: rotating skyboxgit add -A --- glm-master/doc/api/a00247.html | 444 +++++++++++++++++++++++++++++++++++++++++ 1 file changed, 444 insertions(+) create mode 100644 glm-master/doc/api/a00247.html (limited to 'glm-master/doc/api/a00247.html') diff --git a/glm-master/doc/api/a00247.html b/glm-master/doc/api/a00247.html new file mode 100644 index 0000000..f83bd3c --- /dev/null +++ b/glm-master/doc/api/a00247.html @@ -0,0 +1,444 @@ + + + + + + +0.9.9 API documentation: GLM_EXT_matrix_transform + + + + + + + + + + +
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0.9.9 API documentation +
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GLM_EXT_matrix_transform
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Defines functions that generate common transformation matrices. +More...

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+Functions

+template<typename genType >
GLM_FUNC_DECL GLM_CONSTEXPR genType identity ()
 Builds an identity matrix.
 
template<typename T , qualifier Q>
GLM_FUNC_DECL mat< 4, 4, T, Q > lookAt (vec< 3, T, Q > const &eye, vec< 3, T, Q > const &center, vec< 3, T, Q > const &up)
 Build a look at view matrix based on the default handedness. More...
 
template<typename T , qualifier Q>
GLM_FUNC_DECL mat< 4, 4, T, Q > lookAtLH (vec< 3, T, Q > const &eye, vec< 3, T, Q > const &center, vec< 3, T, Q > const &up)
 Build a left handed look at view matrix. More...
 
template<typename T , qualifier Q>
GLM_FUNC_DECL mat< 4, 4, T, Q > lookAtRH (vec< 3, T, Q > const &eye, vec< 3, T, Q > const &center, vec< 3, T, Q > const &up)
 Build a right handed look at view matrix. More...
 
template<typename T , qualifier Q>
GLM_FUNC_DECL mat< 4, 4, T, Q > rotate (mat< 4, 4, T, Q > const &m, T angle, vec< 3, T, Q > const &axis)
 Builds a rotation 4 * 4 matrix created from an axis vector and an angle. More...
 
template<typename T , qualifier Q>
GLM_FUNC_DECL mat< 4, 4, T, Q > scale (mat< 4, 4, T, Q > const &m, vec< 3, T, Q > const &v)
 Builds a scale 4 * 4 matrix created from 3 scalars. More...
 
template<typename T , qualifier Q>
GLM_FUNC_DECL mat< 4, 4, T, Q > translate (mat< 4, 4, T, Q > const &m, vec< 3, T, Q > const &v)
 Builds a translation 4 * 4 matrix created from a vector of 3 components. More...
 
+

Detailed Description

+

Defines functions that generate common transformation matrices.

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The matrices generated by this extension use standard OpenGL fixed-function conventions. For example, the lookAt function generates a transform from world space into the specific eye space that the projective matrix functions (perspective, ortho, etc) are designed to expect. The OpenGL compatibility specifications defines the particular layout of this eye space.

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Include <glm/ext/matrix_transform.hpp> to use the features of this extension.

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See also
GLM_EXT_matrix_projection
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+GLM_EXT_matrix_clip_space
+

Function Documentation

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GLM_FUNC_DECL mat<4, 4, T, Q> glm::lookAt (vec< 3, T, Q > const & eye,
vec< 3, T, Q > const & center,
vec< 3, T, Q > const & up 
)
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+ +

Build a look at view matrix based on the default handedness.

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Parameters
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eyePosition of the camera
centerPosition where the camera is looking at
upNormalized up vector, how the camera is oriented. Typically (0, 0, 1)
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Template Parameters
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TA floating-point scalar type
QA value from qualifier enum
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See also
- frustum(T const& left, T const& right, T const& bottom, T const& top, T const& nearVal, T const& farVal) frustum(T const& left, T const& right, T const& bottom, T const& top, T const& nearVal, T const& farVal)
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+gluLookAt man page
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GLM_FUNC_DECL mat<4, 4, T, Q> glm::lookAtLH (vec< 3, T, Q > const & eye,
vec< 3, T, Q > const & center,
vec< 3, T, Q > const & up 
)
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+ +

Build a left handed look at view matrix.

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Parameters
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eyePosition of the camera
centerPosition where the camera is looking at
upNormalized up vector, how the camera is oriented. Typically (0, 0, 1)
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Template Parameters
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TA floating-point scalar type
QA value from qualifier enum
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See also
- frustum(T const& left, T const& right, T const& bottom, T const& top, T const& nearVal, T const& farVal) frustum(T const& left, T const& right, T const& bottom, T const& top, T const& nearVal, T const& farVal)
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GLM_FUNC_DECL mat<4, 4, T, Q> glm::lookAtRH (vec< 3, T, Q > const & eye,
vec< 3, T, Q > const & center,
vec< 3, T, Q > const & up 
)
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+ +

Build a right handed look at view matrix.

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Parameters
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eyePosition of the camera
centerPosition where the camera is looking at
upNormalized up vector, how the camera is oriented. Typically (0, 0, 1)
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Template Parameters
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TA floating-point scalar type
QA value from qualifier enum
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See also
- frustum(T const& left, T const& right, T const& bottom, T const& top, T const& nearVal, T const& farVal) frustum(T const& left, T const& right, T const& bottom, T const& top, T const& nearVal, T const& farVal)
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GLM_FUNC_DECL mat<4, 4, T, Q> glm::rotate (mat< 4, 4, T, Q > const & m,
angle,
vec< 3, T, Q > const & axis 
)
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Builds a rotation 4 * 4 matrix created from an axis vector and an angle.

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Parameters
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mInput matrix multiplied by this rotation matrix.
angleRotation angle expressed in radians.
axisRotation axis, recommended to be normalized.
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Template Parameters
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TA floating-point scalar type
QA value from qualifier enum
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See also
- rotate(mat<4, 4, T, Q> const& m, T angle, T x, T y, T z)
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+- rotate(T angle, vec<3, T, Q> const& v)
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+glRotate man page
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GLM_FUNC_DECL mat<4, 4, T, Q> glm::scale (mat< 4, 4, T, Q > const & m,
vec< 3, T, Q > const & v 
)
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Builds a scale 4 * 4 matrix created from 3 scalars.

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Parameters
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mInput matrix multiplied by this scale matrix.
vRatio of scaling for each axis.
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Template Parameters
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TA floating-point scalar type
QA value from qualifier enum
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See also
- scale(mat<4, 4, T, Q> const& m, T x, T y, T z)
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+- scale(vec<3, T, Q> const& v)
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+glScale man page
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GLM_FUNC_DECL mat<4, 4, T, Q> glm::translate (mat< 4, 4, T, Q > const & m,
vec< 3, T, Q > const & v 
)
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Builds a translation 4 * 4 matrix created from a vector of 3 components.

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Parameters
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mInput matrix multiplied by this translation matrix.
vCoordinates of a translation vector.
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Template Parameters
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TA floating-point scalar type
QA value from qualifier enum
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#include <glm/glm.hpp>
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...
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glm::mat4 m = glm::translate(glm::mat4(1.0f), glm::vec3(1.0f));
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// m[0][0] == 1.0f, m[0][1] == 0.0f, m[0][2] == 0.0f, m[0][3] == 0.0f
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// m[1][0] == 0.0f, m[1][1] == 1.0f, m[1][2] == 0.0f, m[1][3] == 0.0f
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// m[2][0] == 0.0f, m[2][1] == 0.0f, m[2][2] == 1.0f, m[2][3] == 0.0f
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// m[3][0] == 1.0f, m[3][1] == 1.0f, m[3][2] == 1.0f, m[3][3] == 1.0f
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See also
- translate(mat<4, 4, T, Q> const& m, T x, T y, T z)
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+- translate(vec<3, T, Q> const& v)
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+glTranslate man page
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+ + + + -- cgit v1.2.3-70-g09d2